1. If I have physical slots and magical/physical slots, please put my starting physical items into the physical slots. In general I would prefer for glyphs to go into the early slots so I can use consistent keys for them, and potions and . nonclickable items to go into what's remaining.

2. Elves get only 1 mana per 70 conversion points? Were they too strong?

3. This has been asked elsewhere, but if I am facing a monster and it has abilities (like the desert troll), how can I mouseover the abilities to see what they do? Unlike items, I can't stand on the tile and switch tabs.

sitnaltax wrote:1. If I have physical slots and magical/physical slots, please put my starting physical items into the physical slots. In general I would prefer for glyphs to go into the early slots so I can use consistent keys for them, and potions and . nonclickable items to go into what's remaining.

2. Elves get only 1 mana per 70 conversion points? Were they too strong?

3. This has been asked elsewhere, but if I am facing a monster and it has abilities (like the desert troll), how can I mouseover the abilities to see what they do? Unlike items, I can't stand on the tile and switch tabs.

I am enjoying the beta so far!

We're intending to allow you to swap items in the inventory much easier (without needing a free slot) so would what address problem 1? You can currently just drag items around and reshuffle them that way... Also thinking about setting up customisable hotkeys for specific glyphs somewhere, but that'd probably be a menu thing for later.

Elves essentially get 1.5 ish mana per 100 conversion now. They were a little OP before, yeah, especially with some of the other ways to gain max mana in the game now.

We totally want to add a compendium to the game that would allow you to view individual monster info... The mouseover text for player abilities is what's actually shown for the monster abilities, so if they're not clear it's more of a wording problem on our end (you'd still be confused if you could "expand" them with mouseovers, essentially).

If you want to desecrate a certain deity, could you please tooltip us which effects it would give if you did? E.g. if I'm a typical Classic+Taurog-like warrior that doesn't cast any spells, I would be okay to desecrate an altar of, say, Tikki Tooki if he would take away my mana or glyphs, but not if he would take away half of my health or melee attack. The only way to know what it does now is trial and error. "Try it. If you don't want it to happen, start again."

In that order, it would be nice to see any puzzles later on that would make use of the convert/desecrate option of deities.

1. I really hope that you can download the beta in the future and not always have to play in the browser.

2. Will there be a modding option? For like different looking Characters etc.

3. Please redesign the Charakter models in game, I just think that the pictures of their faces are not a really good looking thing. The Character pictures are awesome but please create new charactermodels.

1. I really hope that you can download the beta in the future and not always have to play in the browser.

2. Will there be a modding option? For like different looking Characters etc.

3. Please redesign the Charakter models in game, I just think that the pictures of their faces are not a really good looking thing. The Character pictures are awesome but please create new charactermodels.

1. Beta nope (for ease of update reasons). Full game yes.

2. Nope... Maybe. Probably no. Modding support is hard.

3. Character sprites won't change much, the thing we want to add now are female versions that would be randomly assigned, if we have the art time to do so. They're totally not models - hand drawn the same way the portraits are.

Minecraft for example has a lot of mods, tho mods are not supported at all. Mods in Minecraft change the core game file (the Java minecraft.jar game file) instead of adding an additional file in a possible ..\Minecraft\Mods folder. Therefore, if something goes wrong, Notch can't be responsible for fixing it.And yet there are a lot of mods.

Why not at Desktop Dungeons the same kind of possibilities? (Not sure about the technical parts in Unity...)

1. Add a way to temp save and quit the game while in a dungeon. Sometimes I run out of time while in a dungeon and I hate losing all the effort and preparation gold because I had to turn off my comp.

2. Would be to add a tooltip or something explaining how the guild store works. Took me forever to figure out your had to drag and drop the items you want to save. This is mainly because I didn't know you could drag and drop anything in the game.